﻿using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;

namespace D3crft.Characters.ClassObjects {
    public partial class ocBarbarian : ocCharacter {

        new public ocCharacter GetCopy() {
            ocBarbarian oCharacter = new ocBarbarian();

            oCharacter.sID = this.sID;
            oCharacter.eClass = this.eClass;
            oCharacter.sName = this.sName;
            oCharacter.iBaseStat_Strength = this.iBaseStat_Strength;
            oCharacter.iBaseStat_Dexterity = this.iBaseStat_Dexterity;
            oCharacter.iBaseStat_Intelligence = this.iBaseStat_Intelligence;
            oCharacter.iBaseStat_Vitality = this.iBaseStat_Vitality;
            oCharacter.fOffStat_AttackSpeedInrease = this.fOffStat_AttackSpeedInrease;
            oCharacter.fOffStat_CritChance = this.fOffStat_CritChance;
            oCharacter.fOffStat_CritDamage = this.fOffStat_CritDamage;
            oCharacter.iOffStat_BonusDamage_Min = this.iOffStat_BonusDamage_Min;
            oCharacter.iOffStat_BonusDamage_Max = this.iOffStat_BonusDamage_Max;
            oCharacter.fWeaponStats_MHDPS = this.fWeaponStats_MHDPS;
            oCharacter.fWeaponStats_MHAPS = this.fWeaponStats_MHAPS;
            oCharacter.bWeaponStat_Dualwield = this.bWeaponStat_Dualwield;
            oCharacter.fWeaponStats_OHDPS = this.fWeaponStats_OHDPS;
            oCharacter.fWeaponStats_OHAPS = this.fWeaponStats_OHAPS;

            return oCharacter;
        }

        public bool bWeaponStat_Dualwield = true;
        public float fWeaponStats_OHDPS = 100.0f;
        public float fWeaponStats_OHAPS = 1.0f;
        public bool bBattleRageActive = false;
        public bool bFrencyActive = false;
        public bool bRampageActive = false;
        public bool bWillOfTheBerserkerActive = false;

    }
}
